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- varying vec2 v_vTexcoord;
- varying vec4 v_vColour;
- uniform float u_fAlphaThreshold;
- void main()
- {
- gl_FragColor = texture2D(gm_BaseTexture, v_vTexcoord);
- if (gl_FragColor.a < u_fAlphaThreshold) discard;
- gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0 - v_vColour.a*texture2D(gm_BaseTexture, v_vTexcoord).a);
- }
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